Barbarian
Base Class: Barbarian

Proud barbarian warriors often shun heavy armor, finding its significant bulk stifling and considering wearing such protection a sign of weakness or cowardice. These prideful notions aside, wise combatants are not so quick to dismiss the protection provided by heavy armor and the tactical applications inherent in its use.

Dreadnoughts are typically front line fighters, bowling over groups of enemies before pummling stragglers into a mess of blood and bone fragments. Excelling in the cramped fighting conditions present within caves and structures, many khazidi naturally adopt this path to take advantage of the tunnels and corridors of their subterranean homes.

Level 3: Armored Berserker

At 3rd level when you adopt this path, you gain proficiency with heavy armor if you do not already have it. You can also use your Rage feature while wearing heavy armor.

Level 3: Metal-Clad Fists

At 3rd level when you adopt this path, your armored fists can deal brutal damage to foes. While wearing heavy armor, you can roll a d4 in place of the normal damage of your unarmed strike. This die changes as you gain barbarian levels, as shown in the Unarmed Strike table.

UNARMED STRIKE

3rd  1d4

6th   1d6

11th  1d8

16th  1d10

20th   1d12

 

Additionally, when you use the Attack action with an unarmed strike on your turn, you can make one unarmed strike as a bonus action. You don't add your ability modifier to the damage of the bonus attack, unless that modifier is negative.

Pounding Grapple

Beginning at 6th level, your iron grip spells death for your enemies. When you use the Attack action with an unarmed strike on your turn and successfully damage the target, you can use a bonus action on the same turn to attempt to grapple the target. You deal an additional 1d4 bludgeoning damage with unarmed strikes against targets you are grappling.

Juggernaut's Stride

At 10th level, your heavy stride is nearly unstoppable. You can use an action on your turn to charge up to your speed. If you move at least half your speed in a straight line during this charge, all creature's up to one size category larger than you who occupy at least one space you pass through take damage as if you had hit them with an unarmed strike and must make a Strength saving throw with a DC equal to 8+ your Strength modifier + your proficiency bonus. On a failure, a creature is pushed 5 feet directly away from you and knocked prone. You can use this feature a number of times equal to your Constitution modifier (minimum 1) You regain all uses of this feature after a long rest.

Stunning Strike

Beginning at 14th level, your strikes can stop targets in their tracks. When you hit a creature with an opportunity attack using an unarmed strike, the target must make a Strength saving throw with a DC equal to 8+ your Strength modifier + your proficiency bonus. On a failure the creature's speed is reduced to 0 for the rest of turn. If the creature fails the saving throw by 5 or more it is also knocked prone if it is no more than one size category larger than you.

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